I don't think it is the intention of Microsoft to let people make fully fledged "AAA" games with XNA. Indie or not, I believe that the point of XNA is to provide an easy entry level to get a feel for the hardware and then go to the next step and buy development kits just like any other company producing "major" games.

500 MB is plenty if you come to think of it. You just have to be smart in the way you use it. Create custom file formats to further decrease asset size, take a more procedural approach. And finally you could split up your game in several parts so each fits in the 500 MB limit, just keep in mind that you can only publish 20 titles.

Quote:If I learned anything about Valve over the years, its that they can't count to 3 ~xHotPotatox @ joystiq

Quote:If people are making shit, they're making shit not because of the engine, but because their own abilities as a game developer suck.
They'd make similar shit on UDK, Source and CryEngine if they could. ~Mr_Cyberpunk

So lets say I'm into 3D-programming now what would be the possible DevKits? Considering I don't want to use Drag'n'Drop-kits like unity, udk and cryEngine-sandbox.
I want to improve my coding skills as much as possible.

hogsy wrote:Or you could just develop for PC and not have to bother paying a huge amount of money for a dev kit.

And have far better chance of making profit. There have been many indie devs who've left XBLA from just trying to deal with Microsoft. Steam, Desura, heck even PSN with the new Vita testing grounds thing their going to include are all better options.

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